AMD FSR 2.1 now available for Farming Simulator 22
AMD announces an improved version of its temporal upscaling technology.
Earlier this week, Farming Simulator 22 received a 1.7.1 patch that deploys a new version of AMD FSR2. AMD update to FSR increases image quality, but also reduces artifacts such as shimmering and ghosting, the most common issues associated with temporal upscaling techniques.
AMD released a cropped screenshot (and a video) from the game that shows significantly reduced ghosting effect:
AMD FSR 2.0 (left) vs FSR 2.1 (right) at 4K Very High Preset and FSR Performance Mode, Source: AMD
The FSR 2.1 update has updated the algorithm, but it shouldn’t be a major change from a developer’s perspective because the FSR 2 API has not changed. Among many small bug fixes, AMD included animated textures, spark, and smoke particles to the sample data. AMD suggests that developers should pay attention to Reactive Mask, to ensure the best quality upscaling is applied.
AMD FSR 2.0 is already available in 20 games, with 45 titles announced. This is only the official number, as the technology is open source and has successfully been incorporated into many emulators and games using NVIDIA DLSS 2.0.
The FSR 2.1 patch is also available for Unreal Engine 4.26, 4.27 and 5.0 plugins.
AMD FSR 2.1 Updates | |
---|---|
Change | Impact |
Motion vector divergence used to diminish locked pixels | This should alleviate ghosting issues on geometry with motion vectors not matching underlying pixel colors. |
Disocclusion logic is now able to detect disocclusions in areas with only small depth separation between objects. | This should alleviate ghosting issues and improve upscaling quality on some disocclusion cases. |
Improved upscaled output quality by turning some half-precision computations to full precision. | This should improve overall color range and temporal stability of the upscaled image produced. |
Reactive Mask updates: · Dilation now based on input colors to avoid expanding of reactiveness into non-relevant areas of the upscaled output. · The full data range [0.0, 1.0] is now used. | This should alleviate ghosting issues on transparent geometry such as particles. |
Composition and Transparency Mask updates: · Dilation now based on input colors to avoid expanding of lock diminishing into non-relevant areas of the upscaled output. | This should alleviate ghosting issues on geometry with motion vectors not matching underlying pixel colors. |
Source: GPUOpen, Github via @uzzi38